1 #define ITEM_RESPAWN_TICKS 10
3 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
4 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
6 // range: 10 .. respawntime + respawntimejitter
8 floatfield Item_CounterField(float it)
12 case IT_SHELLS: return ammo_shells;
13 case IT_NAILS: return ammo_nails;
14 case IT_ROCKETS: return ammo_rockets;
15 case IT_CELLS: return ammo_cells;
16 case IT_FUEL: return ammo_fuel;
17 case IT_5HP: return health;
18 case IT_25HP: return health;
19 case IT_HEALTH: return health;
20 case IT_ARMOR_SHARD: return armorvalue;
21 case IT_ARMOR: return armorvalue;
22 // add more things here (health, armor)
23 default: error("requested item has no counter field");
27 string Item_CounterFieldName(float it)
31 case IT_SHELLS: return "shells";
32 case IT_NAILS: return "nails";
33 case IT_ROCKETS: return "rockets";
34 case IT_CELLS: return "cells";
35 case IT_FUEL: return "fuel";
37 // add more things here (health, armor)
38 default: error("requested item has no counter field name");
42 .float max_armorvalue;
44 float Item_Customize()
46 if(self.spawnshieldtime)
48 if(self.weapons != (self.weapons & other.weapons))
50 self.colormod = '0 0 0';
51 self.glowmod = self.colormod;
52 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
59 self.colormod = stov(cvar_string("g_ghost_items_color"));
60 self.glowmod = self.colormod;
61 self.alpha = g_ghost_items;
69 void Item_Show (entity e, float mode)
71 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
74 // make the item look normal, and be touchable
76 e.solid = SOLID_TRIGGER;
78 self.glowmod = self.colormod;
80 e.customizeentityforclient = func_null;
82 e.spawnshieldtime = 1;
86 // hide the item completely
87 e.model = string_null;
90 self.glowmod = self.colormod;
92 e.customizeentityforclient = func_null;
94 e.spawnshieldtime = 1;
96 else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
98 // make the item translucent green and not touchable
100 e.solid = SOLID_TRIGGER; // can STILL be picked up!
101 e.colormod = '0 0 0';
102 self.glowmod = self.colormod;
103 e.effects |= EF_STARDUST;
104 e.customizeentityforclient = Item_Customize;
106 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
108 else if(g_ghost_items)
110 // make the item translucent green and not touchable
113 e.colormod = stov(cvar_string("g_ghost_items_color"));
114 self.glowmod = self.colormod;
115 e.alpha = g_ghost_items;
116 e.customizeentityforclient = func_null;
118 e.spawnshieldtime = 1;
122 // hide the item completely
123 e.model = string_null;
125 e.colormod = stov(cvar_string("g_ghost_items_color"));
126 self.glowmod = self.colormod;
128 e.customizeentityforclient = func_null;
130 e.spawnshieldtime = 1;
133 if (e.strength_finished || e.invincible_finished)
134 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
135 if (cvar("g_nodepthtestitems"))
136 e.effects |= EF_NODEPTHTEST;
137 if (cvar("g_fullbrightitems"))
138 e.effects |= EF_FULLBRIGHT;
140 // relink entity (because solid may have changed)
141 setorigin(e, e.origin);
144 void Item_Respawn (void)
147 if(!g_minstagib && self.items == IT_STRENGTH)
148 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
149 else if(!g_minstagib && self.items == IT_INVINCIBLE)
150 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
152 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
153 setorigin (self, self.origin);
155 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
156 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
159 void Item_RespawnCountdown (void)
161 if(self.count >= ITEM_RESPAWN_TICKS)
163 if(self.waypointsprite_attached)
164 WaypointSprite_Kill(self.waypointsprite_attached);
169 self.nextthink = time + 1;
180 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
181 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
182 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
189 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
190 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
195 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
196 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
200 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
201 if(self.waypointsprite_attached)
203 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
204 //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
205 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
209 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
210 if(self.waypointsprite_attached)
212 WaypointSprite_Ping(self.waypointsprite_attached);
213 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
218 void Item_ScheduleRespawnIn(entity e, float t)
220 if(e.flags & FL_POWERUP)
222 e.think = Item_RespawnCountdown;
223 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
228 e.think = Item_Respawn;
229 e.nextthink = time + t;
233 void Item_ScheduleRespawn(entity e)
236 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
239 void Item_ScheduleInitialRespawn(entity e)
242 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
245 float Item_GiveTo(entity item, entity player)
253 // if nothing happens to player, just return without taking the item
255 _switchweapon = FALSE;
259 if(item.spawnshieldtime)
262 if (player.ammo_fuel < g_pickup_fuel_max)
265 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
266 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
268 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
272 sprint (player, strcat("You got the ^2", item.netname, "\n"));
275 _switchweapon = TRUE;
279 // play some cool sounds ;)
280 centerprint(player, "\n");
281 if (clienttype(player) == CLIENTTYPE_REAL)
283 if(player.health <= 5)
284 AnnounceTo(player, "lastsecond");
285 else if(player.health < 50)
286 AnnounceTo(player, "narrowly");
288 // sound not available
289 // else if(item.items == IT_CELLS)
290 // AnnounceTo(player, "ammo");
292 if (item.weapons & WEPBIT_MINSTANEX)
293 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
295 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
303 // sound not available
304 // AnnounceTo(player, "_lives");
305 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
306 sprint(player, "^3You picked up some extra lives\n");
310 if (item.strength_finished)
313 // sound not available
314 // AnnounceTo(player, "invisible");
315 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
319 if (item.invincible_finished)
322 // sound not available
323 // AnnounceTo(player, "speed");
324 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
328 if (player.ammo_fuel < g_pickup_fuel_max)
331 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
332 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
338 if (g_weapon_stay == 1)
339 if not(item.flags & FL_NO_WEAPON_STAY)
340 if (item.flags & FL_WEAPON)
342 if(item.classname == "droppedweapon")
344 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
349 if (player.weapons & item.weapons)
354 // in case the player has autoswitch enabled do the following:
355 // if the player is using their best weapon before items are given, they
356 // probably want to switch to an even better weapon after items are given
357 if (player.autoswitch)
358 if (player.switchweapon == w_getbestweapon(player))
359 _switchweapon = TRUE;
361 if not(player.weapons & W_WeaponBit(player.switchweapon))
362 _switchweapon = TRUE;
364 if(item.spawnshieldtime)
366 if (item.ammo_shells)
367 if (player.ammo_shells < g_pickup_shells_max)
370 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
373 if (player.ammo_nails < g_pickup_nails_max)
376 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
378 if (item.ammo_rockets)
379 if (player.ammo_rockets < g_pickup_rockets_max)
382 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
385 if (player.ammo_cells < g_pickup_cells_max)
388 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
391 if (player.ammo_fuel < g_pickup_fuel_max)
394 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
395 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
399 if (item.flags & FL_WEAPON)
400 if ((it = item.weapons - (item.weapons & player.weapons)))
403 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
405 e = get_weaponinfo(i);
407 W_GiveWeapon (player, e.weapon, item.netname);
411 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
415 sprint (player, strcat("You got the ^2", item.netname, "\n"));
418 if(item.spawnshieldtime)
420 if (item.strength_finished)
423 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
425 if (item.invincible_finished)
428 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
432 if (player.health < item.max_health)
435 player.health = min(player.health + item.health, item.max_health);
436 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
439 if (player.armorvalue < item.max_armorvalue)
442 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
443 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
449 // always eat teamed entities
456 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
458 if (player.switchweapon != w_getbestweapon(player))
459 W_SwitchWeapon_Force(player, w_getbestweapon(player));
464 void Item_Touch (void)
468 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
469 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
474 if (other.classname != "player")
478 if (self.solid != SOLID_TRIGGER)
480 if (self.owner == other)
483 if(!Item_GiveTo(self, other))
486 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
488 if (self.classname == "droppedweapon")
490 else if not(self.spawnshieldtime)
492 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
498 RandomSelection_Init();
499 for(head = world; (head = findfloat(head, team, self.team)); )
501 if(head.flags & FL_ITEM)
504 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
507 e = RandomSelection_chosen_ent;
511 Item_ScheduleRespawn(e);
519 if(self.effects & EF_NODRAW)
521 // marker for item team search
522 dprint("Initializing item team ", ftos(self.team), "\n");
523 RandomSelection_Init();
524 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
525 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
526 e = RandomSelection_chosen_ent;
530 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
534 // make it a non-spawned item
536 head.state = 1; // state 1 = initially hidden item
538 head.effects &~= EF_NODRAW;
541 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
542 Item_ScheduleInitialRespawn(e);
548 Item_Show(self, !self.state);
549 setorigin (self, self.origin);
550 self.think = SUB_Null;
553 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
554 Item_ScheduleInitialRespawn(self);
557 // Savage: used for item garbage-collection
558 // TODO: perhaps nice special effect?
559 void RemoveItem(void)
564 // pickup evaluation functions
565 // these functions decide how desirable an item is to the bots
567 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
569 float weapon_pickupevalfunc(entity player, entity item)
571 float c, i, j, position;
573 // See if I have it already
574 if(player.weapons & item.weapons == item.weapons)
576 // If I can pick it up
577 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
579 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
581 // Skilled bots will grab more
582 c = bound(0, skill / 10, 1) * 0.5;
590 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
591 if( bot_custom_weapon && c )
593 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
596 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
599 // Find the highest position on any range
601 for(j = 0; j < WEP_LAST ; ++j){
603 bot_weapons_far[j] == i ||
604 bot_weapons_mid[j] == i ||
605 bot_weapons_close[j] == i
616 position = WEP_LAST - position;
617 // item.bot_pickupbasevalue is overwritten here
618 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
623 return item.bot_pickupbasevalue * c;
626 float commodity_pickupevalfunc(entity player, entity item)
628 float c, i, need_shells, need_nails, need_rockets, need_cells;
632 // Detect needed ammo
633 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
635 wi = get_weaponinfo(i);
637 if not(wi.weapons & player.weapons)
640 if(wi.items & IT_SHELLS)
642 else if(wi.items & IT_NAILS)
644 else if(wi.items & IT_ROCKETS)
646 else if(wi.items & IT_CELLS)
650 // TODO: figure out if the player even has the weapon this ammo is for?
651 // may not affect strategy much though...
652 // find out how much more ammo/armor/health the player can hold
654 if (item.ammo_shells)
655 if (player.ammo_shells < g_pickup_shells_max)
656 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
659 if (player.ammo_nails < g_pickup_nails_max)
660 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
662 if (item.ammo_rockets)
663 if (player.ammo_rockets < g_pickup_rockets_max)
664 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
667 if (player.ammo_cells < g_pickup_cells_max)
668 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
670 if (player.armorvalue < item.max_armorvalue)
671 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
673 if (player.health < item.max_health)
674 c = c + max(0, 1 - player.health / item.max_health);
676 return item.bot_pickupbasevalue * c;
681 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
683 startitem_failed = FALSE;
686 self.weapons = weaponid;
688 // is it a dropped weapon?
689 if (self.classname == "droppedweapon")
691 self.reset = SUB_Remove;
692 // it's a dropped weapon
693 self.movetype = MOVETYPE_TOSS;
694 // Savage: remove thrown items after a certain period of time ("garbage collection")
695 self.think = RemoveItem;
696 self.nextthink = time + 60;
697 // don't drop if in a NODROP zone (such as lava)
698 traceline(self.origin, self.origin, MOVE_NORMAL, self);
699 if (trace_dpstartcontents & DPCONTENTS_NODROP)
701 startitem_failed = TRUE;
708 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
710 startitem_failed = TRUE;
716 weaponid = self.weapons;
718 self.reset = Item_Reset;
720 if(self.spawnflags & 1)
723 self.movetype = MOVETYPE_NONE;
725 self.movetype = MOVETYPE_TOSS;
726 // do item filtering according to game mode and other things
729 // first nudge it off the floor a little bit to avoid math errors
730 setorigin(self, self.origin + '0 0 1');
731 // set item size before we spawn a spawnfunc_waypoint
732 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
733 setsize (self, '-16 -16 0', '16 16 48');
735 setsize (self, '-16 -16 0', '16 16 32');
736 // note droptofloor returns FALSE if stuck/or would fall too far
738 waypoint_spawnforitem(self);
745 print("removed non-teamplay ", self.classname, "\n");
746 startitem_failed = TRUE;
755 print("removed non-FFA ", self.classname, "\n");
756 startitem_failed = TRUE;
764 // We aren't TA or something like that, so we keep the Q3A entities
765 print("removed non-Q3A ", self.classname, "\n");
766 startitem_failed = TRUE;
772 * can't do it that way, as it would break maps
773 * TODO make a target_give like entity another way, that perhaps has
774 * the weapon name in a key
777 // target_give not yet supported; maybe later
778 print("removed targeted ", self.classname, "\n");
779 startitem_failed = TRUE;
785 if(cvar("spawn_debug") >= 2)
788 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
790 if(otheritem.is_item)
792 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
793 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
794 error("Mapper sucks.");
800 weaponsInMap |= weaponid;
804 startitem_failed = TRUE;
808 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
810 startitem_failed = TRUE;
814 else if (g_minstagib)
816 // don't remove dropped items and powerups
817 if (self.classname != "minstagib")
819 startitem_failed = TRUE;
824 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
826 startitem_failed = TRUE;
831 precache_model (itemmodel);
832 precache_sound (pickupsound);
833 precache_sound ("misc/itemrespawn.wav");
834 precache_sound ("misc/itemrespawncountdown.wav");
836 if(itemid == IT_STRENGTH)
837 precache_sound ("misc/strength_respawn.wav");
838 if(itemid == IT_INVINCIBLE)
839 precache_sound ("misc/shield_respawn.wav");
841 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
842 self.target = "###item###"; // for finding the nearest item using find()
845 self.bot_pickup = TRUE;
846 self.bot_pickupevalfunc = pickupevalfunc;
847 self.bot_pickupbasevalue = pickupbasevalue;
848 self.mdl = itemmodel;
849 self.item_pickupsound = pickupsound;
850 // let mappers override respawntime
851 if(!self.respawntime) // both set
853 self.respawntime = defaultrespawntime;
854 self.respawntimejitter = defaultrespawntimejitter;
856 self.netname = itemname;
857 self.flags = FL_ITEM | itemflags;
858 self.touch = Item_Touch;
859 setmodel (self, self.mdl); // precision set below
860 self.effects |= EF_LOWPRECISION;
861 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
862 setsize (self, '-16 -16 0', '16 16 48');
864 setsize (self, '-16 -16 0', '16 16 32');
865 if(itemflags & FL_WEAPON)
866 self.modelflags |= MF_ROTATE;
868 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
869 if (itemflags & FL_WEAPON)
871 // neutral team color for pickup weapons
872 self.colormap = 1024; // color shirt=0 pants=0 grey
880 self.cnt = 1; // item probability weight
881 self.effects = self.effects | EF_NODRAW; // marker for item team search
882 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
884 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
885 Item_ScheduleInitialRespawn(self);
888 /* replace items in minstagib
889 * IT_STRENGTH = invisibility
890 * IT_NAILS = extra lives
891 * IT_INVINCIBLE = speed
893 void minstagib_items (float itemid)
895 // we don't want to replace dropped weapons ;)
896 if (self.classname == "droppedweapon")
898 self.ammo_cells = 25;
899 StartItem ("models/weapons/g_nex.md3",
900 "weapons/weaponpickup.wav", 15, 0,
901 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
906 self.classname = "minstagib";
908 // replace rocket launchers and nex guns with ammo cells
909 if (itemid == IT_CELLS)
912 StartItem ("models/items/a_cells.md3",
913 "misc/itempickup.wav", 45, 0,
914 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
921 itemid = IT_STRENGTH;
925 itemid = IT_INVINCIBLE;
927 // replace with invis
928 if (itemid == IT_STRENGTH)
930 self.strength_finished = 30;
931 StartItem ("models/items/g_strength.md3",
932 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
933 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
935 // replace with extra lives
936 if (itemid == IT_NAILS)
939 StartItem ("models/items/g_h100.md3",
940 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
941 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
944 // replace with speed
945 if (itemid == IT_INVINCIBLE)
947 self.invincible_finished = 30;
948 StartItem ("models/items/g_invincible.md3",
949 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
950 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
955 float minst_no_auto_cells;
956 void minst_remove_item (void) {
957 if(minst_no_auto_cells)
961 float weaponswapping;
964 void weapon_defaultspawnfunc(float wpn)
968 var .float ammofield;
973 // set the respawntime in advance (so replaced weapons can copy it)
975 if(!self.respawntime)
977 e = get_weaponinfo(wpn);
978 if(e.items == IT_SUPERWEAPON)
980 self.respawntime = g_pickup_respawntime_powerup;
981 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
985 self.respawntime = g_pickup_respawntime_weapon;
986 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
990 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
992 e = get_weaponinfo(wpn);
993 s = cvar_string(strcat("g_weaponreplace_", e.netname));
997 startitem_failed = TRUE;
1000 t = tokenize_console(s);
1003 self.team = --internalteam;
1005 for(i = 1; i < t; ++i)
1008 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1010 e = get_weaponinfo(j);
1014 copyentity(oldself, self);
1015 self.classname = "replacedweapon";
1016 weapon_defaultspawnfunc(j);
1022 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1031 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1033 e = get_weaponinfo(j);
1042 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1048 startitem_failed = TRUE;
1053 e = get_weaponinfo(wpn);
1055 if(e.items && e.items != IT_SUPERWEAPON)
1057 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1061 ammofield = Item_CounterField(j);
1063 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
1069 self.flags |= FL_NO_WEAPON_STAY;
1072 // weapon stay isn't supported for teamed weapons
1074 self.flags |= FL_NO_WEAPON_STAY;
1076 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1078 self.ammo_shells = 0;
1079 self.ammo_nails = 0;
1080 self.ammo_cells = 0;
1081 self.ammo_rockets = 0;
1082 // weapon stay 2: don't use ammo on weapon pickups; instead
1083 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1086 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1087 if (self.modelindex) // don't precache if self was removed
1088 weapon_action(e.weapon, WR_PRECACHE);
1091 void spawnfunc_weapon_shotgun (void);
1092 void spawnfunc_weapon_uzi (void) {
1093 if(q3acompat_machineshotgunswap)
1094 if(self.classname != "droppedweapon")
1096 weapon_defaultspawnfunc(WEP_SHOTGUN);
1099 weapon_defaultspawnfunc(WEP_UZI);
1102 void spawnfunc_weapon_shotgun (void) {
1103 if(q3acompat_machineshotgunswap)
1104 if(self.classname != "droppedweapon")
1106 weapon_defaultspawnfunc(WEP_UZI);
1109 weapon_defaultspawnfunc(WEP_SHOTGUN);
1112 void spawnfunc_weapon_nex (void)
1116 minstagib_items(IT_CELLS);
1117 self.think = minst_remove_item;
1118 self.nextthink = time;
1121 weapon_defaultspawnfunc(WEP_NEX);
1124 void spawnfunc_weapon_minstanex (void)
1128 minstagib_items(IT_CELLS);
1129 self.think = minst_remove_item;
1130 self.nextthink = time;
1133 weapon_defaultspawnfunc(WEP_MINSTANEX);
1136 void spawnfunc_weapon_rocketlauncher (void)
1140 minstagib_items(IT_CELLS);
1141 self.think = minst_remove_item;
1142 self.nextthink = time;
1145 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1148 void spawnfunc_item_rockets (void) {
1149 if(!self.ammo_rockets)
1150 self.ammo_rockets = g_pickup_rockets;
1151 StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
1154 void spawnfunc_item_shells (void);
1155 void spawnfunc_item_bullets (void) {
1157 if(q3acompat_machineshotgunswap)
1158 if(self.classname != "droppedweapon")
1160 weaponswapping = TRUE;
1161 spawnfunc_item_shells();
1162 weaponswapping = FALSE;
1166 if(!self.ammo_nails)
1167 self.ammo_nails = g_pickup_nails;
1168 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
1171 void spawnfunc_item_cells (void) {
1172 if(!self.ammo_cells)
1173 self.ammo_cells = g_pickup_cells;
1174 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
1177 void spawnfunc_item_shells (void) {
1179 if(q3acompat_machineshotgunswap)
1180 if(self.classname != "droppedweapon")
1182 weaponswapping = TRUE;
1183 spawnfunc_item_bullets();
1184 weaponswapping = FALSE;
1188 if(!self.ammo_shells)
1189 self.ammo_shells = g_pickup_shells;
1190 StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
1193 void spawnfunc_item_armor_small (void) {
1194 if(!self.armorvalue)
1195 self.armorvalue = g_pickup_armorsmall;
1196 if(!self.max_armorvalue)
1197 self.max_armorvalue = g_pickup_armorsmall_max;
1198 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1201 void spawnfunc_item_armor_medium (void) {
1202 if(!self.armorvalue)
1203 self.armorvalue = g_pickup_armormedium;
1204 if(!self.max_armorvalue)
1205 self.max_armorvalue = g_pickup_armormedium_max;
1206 StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1209 void spawnfunc_item_armor_big (void) {
1210 if(!self.armorvalue)
1211 self.armorvalue = g_pickup_armorbig;
1212 if(!self.max_armorvalue)
1213 self.max_armorvalue = g_pickup_armorbig_max;
1214 StartItem ("models/items/g_a50.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1217 void spawnfunc_item_armor_large (void) {
1218 if(!self.armorvalue)
1219 self.armorvalue = g_pickup_armorlarge;
1220 if(!self.max_armorvalue)
1221 self.max_armorvalue = g_pickup_armorlarge_max;
1222 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1225 void spawnfunc_item_health_small (void) {
1226 if(!self.max_health)
1227 self.max_health = g_pickup_healthsmall_max;
1229 self.health = g_pickup_healthsmall;
1230 StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1233 void spawnfunc_item_health_medium (void) {
1234 if(!self.max_health)
1235 self.max_health = g_pickup_healthmedium_max;
1237 self.health = g_pickup_healthmedium;
1238 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1241 void spawnfunc_item_health_large (void) {
1242 if(!self.max_health)
1243 self.max_health = g_pickup_healthlarge_max;
1245 self.health = g_pickup_healthlarge;
1246 StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1249 void spawnfunc_item_health_mega (void) {
1250 if(!cvar("g_powerup_superhealth"))
1253 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1257 minstagib_items(IT_NAILS);
1259 if(!self.max_health)
1260 self.max_health = g_pickup_healthmega_max;
1262 self.health = g_pickup_healthmega;
1263 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1267 // support old misnamed entities
1268 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1269 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1270 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1271 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1272 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1274 void spawnfunc_item_strength (void) {
1275 if(!cvar("g_powerup_strength"))
1278 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1282 minstagib_items(IT_STRENGTH);
1284 precache_sound("weapons/strength_fire.wav");
1285 self.strength_finished = 30;
1286 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1290 void spawnfunc_item_invincible (void) {
1291 if(!cvar("g_powerup_shield"))
1294 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1298 minstagib_items(IT_INVINCIBLE);
1300 self.invincible_finished = 30;
1301 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1305 void spawnfunc_item_minst_cells (void) {
1308 minst_no_auto_cells = 1;
1309 minstagib_items(IT_CELLS);
1316 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1318 float GiveItems(entity e, float beginarg, float endarg);
1319 void target_items_use (void)
1321 if(activator.classname == "droppedweapon")
1328 if(activator.classname != "player")
1330 if(activator.deadflag != DEAD_NO)
1335 for(e = world; (e = find(e, classname, "droppedweapon")); )
1336 if(e.enemy == activator)
1339 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1340 centerprint(activator, self.message);
1343 void spawnfunc_target_items (void)
1348 self.use = target_items_use;
1349 if(!self.strength_finished)
1350 self.strength_finished = cvar("g_balance_powerup_strength_time");
1351 if(!self.invincible_finished)
1352 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1354 precache_sound("misc/itempickup.wav");
1355 precache_sound("misc/itempickup.wav");
1356 precache_sound("misc/itempickup.wav");
1357 precache_sound("misc/itempickup.wav");
1358 precache_sound("misc/megahealth.wav");
1359 precache_sound("misc/armor25.wav");
1360 precache_sound("misc/powerup.wav");
1361 precache_sound("misc/poweroff.wav");
1362 precache_sound("weapons/weaponpickup.wav");
1364 n = tokenize_console(self.netname);
1365 if(argv(0) == "give")
1367 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1371 for(i = 0; i < n; ++i)
1373 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1374 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1375 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1376 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1377 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1378 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1379 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1381 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1383 e = get_weaponinfo(j);
1384 if(argv(i) == e.netname)
1386 self.weapons |= e.weapons;
1387 if(self.spawnflags == 0 || self.spawnflags == 2)
1388 weapon_action(e.weapon, WR_PRECACHE);
1393 print("target_items: invalid item ", argv(i), "\n");
1396 string itemprefix, valueprefix;
1397 if(self.spawnflags == 0)
1402 else if(self.spawnflags == 1)
1404 itemprefix = "max ";
1405 valueprefix = "max ";
1407 else if(self.spawnflags == 2)
1409 itemprefix = "min ";
1410 valueprefix = "min ";
1412 else if(self.spawnflags == 4)
1414 itemprefix = "minus ";
1415 valueprefix = "max ";
1418 error("invalid spawnflags");
1421 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1422 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1423 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1424 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1425 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1426 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1427 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1428 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1429 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1430 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1431 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1432 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1433 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1434 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1436 e = get_weaponinfo(j);
1438 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1441 self.netname = strzone(self.netname);
1442 //print(self.netname, "\n");
1444 n = tokenize_console(self.netname);
1445 for(i = 0; i < n; ++i)
1447 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1449 e = get_weaponinfo(j);
1450 if(argv(i) == e.netname)
1452 weapon_action(e.weapon, WR_PRECACHE);
1459 void spawnfunc_item_fuel(void)
1462 self.ammo_fuel = g_pickup_fuel;
1463 StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1466 void spawnfunc_item_fuel_regen(void)
1468 if(start_items & IT_FUEL_REGEN)
1470 spawnfunc_item_fuel();
1473 StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Fuel regenerator", IT_FUEL_REGEN, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1476 void spawnfunc_item_jetpack(void)
1478 if(g_grappling_hook)
1479 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1481 self.ammo_fuel = g_pickup_fuel_jetpack;
1482 if(start_items & IT_JETPACK)
1484 spawnfunc_item_fuel();
1487 StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1497 float GiveBit(entity e, .float fld, float bit, float op, float val)
1527 float GiveValue(entity e, .float fld, float op, float val)
1537 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1540 e.fld = min(e.fld, val);
1553 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1560 sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);
1562 else if(v0 >= v0 + t)
1565 sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);
1569 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1572 e.rotfield = max(e.rotfield, time + rottime);
1574 e.regenfield = max(e.regenfield, time + regentime);
1577 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1578 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1579 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1580 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1582 float GiveItems(entity e, float beginarg, float endarg)
1584 float got, i, j, val, op;
1585 float _switchweapon;
1594 _switchweapon = FALSE;
1596 if (e.switchweapon == w_getbestweapon(e))
1597 _switchweapon = TRUE;
1599 e.strength_finished = max(0, e.strength_finished - time);
1600 e.invincible_finished = max(0, e.invincible_finished - time);
1603 PREGIVE(e, weapons);
1604 PREGIVE(e, strength_finished);
1605 PREGIVE(e, invincible_finished);
1606 PREGIVE(e, ammo_nails);
1607 PREGIVE(e, ammo_cells);
1608 PREGIVE(e, ammo_shells);
1609 PREGIVE(e, ammo_rockets);
1610 PREGIVE(e, ammo_fuel);
1611 PREGIVE(e, armorvalue);
1614 for(i = beginarg; i < endarg; ++i)
1618 if(cmd == "0" || stof(cmd))
1642 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1643 got += GiveValue(e, strength_finished, op, time);
1644 got += GiveValue(e, invincible_finished, op, time);
1645 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1647 got += GiveBit(e, items, IT_JETPACK, op, val);
1648 got += GiveValue(e, health, op, val);
1649 got += GiveValue(e, armorvalue, op, val);
1651 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1653 wi = get_weaponinfo(j);
1655 got += GiveBit(e, weapons, wi.weapons, op, val);
1658 got += GiveValue(e, ammo_cells, op, val);
1659 got += GiveValue(e, ammo_shells, op, val);
1660 got += GiveValue(e, ammo_nails, op, val);
1661 got += GiveValue(e, ammo_rockets, op, val);
1662 got += GiveValue(e, ammo_fuel, op, val);
1664 case "unlimited_ammo":
1665 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1667 case "unlimited_weapon_ammo":
1668 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1670 case "unlimited_superweapons":
1671 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1674 got += GiveBit(e, items, IT_JETPACK, op, val);
1677 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1680 got += GiveValue(e, strength_finished, op, val);
1683 got += GiveValue(e, invincible_finished, op, val);
1686 got += GiveValue(e, ammo_cells, op, val);
1689 got += GiveValue(e, ammo_shells, op, val);
1693 got += GiveValue(e, ammo_nails, op, val);
1696 got += GiveValue(e, ammo_rockets, op, val);
1699 got += GiveValue(e, health, op, val);
1702 got += GiveValue(e, armorvalue, op, val);
1705 got += GiveValue(e, ammo_fuel, op, val);
1708 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1710 wi = get_weaponinfo(j);
1711 if(cmd == wi.netname)
1713 got += GiveBit(e, weapons, wi.weapons, op, val);
1718 print("give: invalid item ", cmd, "\n");
1725 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1726 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1727 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1728 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1729 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1731 wi = get_weaponinfo(j);
1734 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1735 if not(save_weapons & wi.weapons)
1736 if(e.weapons & wi.weapons)
1737 weapon_action(wi.weapon, WR_PRECACHE);
1740 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1741 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1742 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1743 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1744 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1745 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1746 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, cvar("g_balance_pause_fuel_rot"), pauseregen_finished, cvar("g_balance_pause_fuel_regen"), "misc/itempickup.wav", string_null);
1747 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, cvar("g_balance_pause_armor_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/armor25.wav", string_null);
1748 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, cvar("g_balance_pause_health_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/megahealth.wav", string_null);
1750 if(e.strength_finished <= 0)
1751 e.strength_finished = 0;
1753 e.strength_finished += time;
1754 if(e.invincible_finished <= 0)
1755 e.invincible_finished = 0;
1757 e.invincible_finished += time;
1759 if not(e.weapons & W_WeaponBit(e.switchweapon))
1760 _switchweapon = TRUE;
1762 W_SwitchWeapon_Force(e, w_getbestweapon(e));